Information Technology Reference
In-Depth Information
What comes next is officially known as "iddling". To this point the model was
intentionally made different from the final shape it will take. This is how 3D
modeling is often done; less science, more art.
Take some time and move ( G ) vertices around, re-skin resize ( Ctrl + A ) them, adjust,
push, prod, and generally mess with it until it looks right. Make it personal. There is
no right or wrong in art.
One thing to be careful of in this process is the bad fold. Sometimes a vertex's area of
influence overlaps one next to it and the program can't tell where the points should
go so it makes a bad judgment and the result is a bad fold:
Try to avoid bad folds. There will be plenty of bad geometry generated later when
the model is posed, it is best to avoid it here. Make sure at this point that the mesh is
nice and smooth all around. The way to fix it is simply to fiddle until it goes away.
Pull vertices apart or decrease their skin resize area of influence.
 
Search WWH ::




Custom Search